Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vattic

Pages: 1 ... 27 28 [29] 30 31 ... 293
421
General Discussion / Re: Things that made you sad today thread.
« on: May 05, 2015, 02:50:32 am »
It's also one of the reasons people like his work.

422
General Discussion / Re: Things that made you sad today thread.
« on: May 05, 2015, 02:23:32 am »
Workplace morale took a dive lately with the announced potential redundancies and other changes. The lack of any facts beside a brief outline have lead to the rumour mill going into overdrive; It's almost the only topic of conversation and everyone is getting panicky.

The whole planning for my future thing is daunting me as usual. Still the pressure from some to go back into education, and it is something I would like even if I am failing to make that decision. At my current level of employment I can't even afford to live locally; I either need to move somewhere cheaper with similar work, or train to give me better job prospects. Finding it hard to shake the feeling I'm not fit for doing anything.

423
DF Suggestions / Re: Ents!
« on: May 03, 2015, 08:30:08 pm »
In much earlier unreleased versions of DF the invading elves would have their druids waken trees into treants. It at least sounds like Toady would like to have them back in the game in some form.

Quote from: Toady One
Quote from: mastahcheese
Will we ever see plants with the ability to move? Either those simalar to magical treants or as mundane as the common tumbleweed?
Knight Otu brought up grimelings, as plant-like creatures, and I'm not sure what the future will hold in terms of blurring the line between units and trees, etc.  The new trees are more interesting tile-wise, which'll let us theoretically thing about some strange options.  The whole treant question is more complicated now, of course, if they are supposd to be actual moving trees.  It's whiffable in a single-tile way.  But yeah, I'm not really sure what'll happen.
From a FotF reply.

This would require multi-tile creatures, which is a pretty massive undertaking.
Luckily one that is planned.

424
DF Suggestions / Re: Things that could be made of other substances
« on: May 03, 2015, 01:42:22 pm »
Wood slabs were suggested before too if you mean to make a collection/mega-thread. Previous mega-threads linked to the individual threads.

Edit to add:
Almost anything you can make from glass you could make from ceramics.

Stone Bins as we can make other stone boxes (coffers, cabinets).

Metal Axles might make sense, but may not be period appropriate.

Toys can't currently be made from any material beside stone, wood, metal, or glass.

Ceramic Goblets

Goblets could also be carved from large enough chunks of bone, horn, ivory/tooth, shell, gem, and maybe even pearl. Skulls from large enough creatures would work too.

425
I wonder if the lack of variety is because of generating worlds for only a short time. Then again if you get an engraver who is interested in a specific thing they tend to engrave it everywhere.

426
DF Suggestions / Re: Nobody Poops
« on: May 03, 2015, 12:36:46 pm »
I wouldn't call a 44.2% to 45.2% vote a win; There is no clear majority at all. It does a better job of showing how divided the debate was back then. Worth noting you can't count the 'yes, but with an off switch' as a yes or no as people in the debates who supported it also said they'd be happy to see it being optional (much like with tunnelling invaders).

Like has been said many times before in both this thread and the others it could be included in an abstract way (waste water from workshops was a fairly detailed suggestion). As it happens I would love to see regular Nile-like cave river flood plain farming again.

I was mostly posting because you were being so absolute. I can only find quotes of Toady being wary of including it in more detail than the currently included yellow and brown filth, not completely refusing like you claimed (unless you meant fans refusing?). I can't find the umpteen topics where it has been turned down (by who?) only topics, with or without polls, full of debate without clear majority.

427
DF Gameplay Questions / Re: Lead floors or menacing spikes?
« on: May 03, 2015, 11:54:09 am »
I don't think the material of the floor means anything. If it did, that would be... interesting.
Amusingly it does matter as the game simulates collisions with the floor using the same code as for weapon attacks. Imagine it beating the creature with a huge block of whatever the floor is made of.

428
DF Suggestions / Re: Nobody Poops
« on: May 03, 2015, 11:45:36 am »
The game is better off without gritty realistic pee and poop simulation.
I don’t think it’s fair to say that, as if Toady tried it and the game suffered.
  It is, however, fair to say the question has been asked, the answer is no, and these threads are pointless.
I'd like to see where Toady so absolutely refused to add this. If it was in the early days then he at least seems to have softened his position going by more recent posts.

We've even had forum-wide votes on poop, which pro-poop lost.
The poll I remember was undecided with 344 (44.2%) voting yes, 352 (45.2%) no, and 83 (10.7%) yes with an init option to disable.

It's also #17 on the eternal suggestion voting with 205 votes.

429
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2015, 10:07:01 am »
Cheers Toady. So glad to see the world coming alive as it is.

430
It wouldn't unrealistic to have lots of specialist guilds, but I'm unsure how many would be too many for game play purposes. All those mandates and required rooms for the guild leaders could become overwhelming. Could be solved if you restrict it so either only larger groups can form guilds or only the more powerful guilds make demands. Larger numbers wouldn't be so bad so long as their names are fairly obvious.

Have started to look through and logically group the jobs list you linked.

431
DF Modding / Re: Bread, candy, and other plant products. How?
« on: May 01, 2015, 12:34:01 pm »
You can already cook flour into prepared meals, but I understand your desire and have added bread to my own modded raws.

First you want a new material template to material_template_default.txt.
Spoiler (click to show/hide)
It is a plant cheese to make stockpiling it simple.

A new reaction to allow your dwarves to turn flour into bread (remember to give their entity the ability to use this reaction).
Spoiler (click to show/hide)

Notice above how the reaction uses a powder with a material reaction product called BREAD_MAT? Well none of the flour has that by default so you'll need to add a few tokens to each flour producing plant. I'll give you an example for longland grass (I've marked the additional lines with asterisks).
Spoiler (click to show/hide)

Probably best to compare the above to the default longland grass raws.

The same kind of thing can be used for making other foods. For previous versions I've also seen mods for sausages (intestines and meat) and I had different fruit jams, but haven't migrated them to the newer versions yet.

432
DF General Discussion / Re: Why are you NOT a DF master?
« on: April 30, 2015, 05:39:53 am »
Haven't gone after HFS since 40d or evil biomes. Still not completely comfortable with minecarts.

433
General Discussion / Re: Things that made you sad today thread.
« on: April 27, 2015, 12:34:11 pm »
Funny how a fast food job can be too good to be true. Now I may very well be fired because my hands are too sensitive to the cleaning chemicals, specifically the sanitizer. After a quick search, this seems to be a very common problem.

And now I am searching for another job before I lose this one. Though the job market doesn't look like it will improve within any time frame that will help me, still, the thought of having one job for so long makes me want to kill myself. Even if I get something stable and well paying, it's probably gonna end up oppressively stale before long.
I relate all too well. Best of luck with the hunt.

434
General Discussion / Re: Things that made you sad today thread.
« on: April 26, 2015, 05:26:33 pm »
Recently found out I'm likely to be made redundant in a few months. It's stressing me out figuring out what to do next. Some advise education, but I don't know what. Job market isn't great around here.

435
DF Modding / Re: Bringing back deadly carp
« on: April 23, 2015, 09:27:44 pm »
In earlier versions giant sponge were immune to combat, fire, fall damage and could only be killed by air drowning, being set in obsidian/ice, or having terrain caved in on them.

Elephants got their fame back in the 2D days. They were one of the biggest animals, only the megabeasts bigger (Dwarves size 6, elephants 16, megabeasts 20). They also came in herds of up to seven. If stories are to believed angering one will bring down the wrath of the rest; They would follow dwarves or merchants into your unsealable fort and lay waste.

Pages: 1 ... 27 28 [29] 30 31 ... 293